Author Topic: Mayhem's Unofficial Hellgate Steam SP Modification V1.00  (Read 22909 times)

RomaMartin

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Re: Mayhem's Unofficial Hellgate Steam SP Modification V1.00
« Reply #30 on: Oct 15, 2023; 08:25 pm »
I suppose it should be possible to make targeted changes to specific files (eg the ones of this mod), then save the originals, and switch back and forth as wanted/needed.
Now which exact files you'd need would depend on what changes you choose to make. Among my suggestions above:
#1 would need the txt where enhancement feeds are defined (which I've never delved into).
#2 and #4 would need affixes.txt, since they're limited to affix tweaks.
#3 may need both items.txt (since item-specific per-level feeds exist in "per level props2" or Steam's equivalent column) and affixes.txt (since I'm presuming Set affixes use the blueprint of Unique ones, consolidating multiple values into one affix, and those should also have inflated feeds in "statsFeed" or Steam's equivalent column).
First I extracted the folder Index, changed file Playerlevel Above each level, I changed the number from 5 to 50 in the attribute column; after saving the file, the values ​​returned to their original position without starting the game, I was able to save them only after I extracted all the folders found in reanimator , after that the unpacked folders are more than 13 GB, in the game I really got a lot of attributes, but for now I don’t use them so that there are less than a thousand free game process left was not saved, there is a limit of no more than 999, but the point is I don’t know how to just make a mod so that it works without dancing with a tambourine

Bryan

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Re: Mayhem's Unofficial Hellgate Steam SP Modification V1.00
« Reply #31 on: Oct 15, 2023; 10:43 pm »
I don't have experience with SP mods, myself, so you'd need Mayhem to chime in on that. Or Contra or someone else familiar with Steam mods, of course, but since it's his thread I'm guessing you'd like his mod as the foundation.
Once you get the pipeline in order (or any interested fellow reader/modder does), I'd gladly pinpoint what needs to be done within the files themselves.
"Dream big and crash often"
-Omerta

List of Global class guides.
The above guides may be obsolete for vanilla SP, but they may still hold true for the 2018 Steam version.

RJ Mayhem

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Re: Mayhem's Unofficial Hellgate Steam SP Modification V1.00
« Reply #32 on: Oct 16, 2023; 04:51 pm »
I suppose it should be possible to make targeted changes to specific files (eg the ones of this mod), then save the originals, and switch back and forth as wanted/needed.
Now which exact files you'd need would depend on what changes you choose to make. Among my suggestions above:
#1 would need the txt where enhancement feeds are defined (which I've never delved into).
#2 and #4 would need affixes.txt, since they're limited to affix tweaks.
#3 may need both items.txt (since item-specific per-level feeds exist in "per level props2" or Steam's equivalent column) and affixes.txt (since I'm presuming Set affixes use the blueprint of Unique ones, consolidating multiple values into one affix, and those should also have inflated feeds in "statsFeed" or Steam's equivalent column).
First I extracted the folder Index, changed file Playerlevel Above each level, I changed the number from 5 to 50 in the attribute column; after saving the file, the values ​​returned to their original position without starting the game, I was able to save them only after I extracted all the folders found in reanimator , after that the unpacked folders are more than 13 GB, in the game I really got a lot of attributes, but for now I don’t use them so that there are less than a thousand free game process left was not saved, there is a limit of no more than 999, but the point is I don’t know how to just make a mod so that it works without dancing with a tambourine

Yes, in order to use loose mods you need to extract the files and patch the hellgate000.idx/.dat. I don't really like to play with the files extracted so I made 2 different installs. An extracted one for quick file testing and a normal one that I use modded patches. You can use the Revival Launcher to pack the lose modded files in to a patch .idx/.dat. I've attached a blank mod folder for you or anybody to use to make the modded patch using the Revival Launcher. You just need to add the modded .cooked.txt to the right folder structure. The zipped mod needs to be named like this NameOfMod.mod.zip. It needs to have the .mod between the name and the .zip.

Editing files isn't to hard the problem comes when trying to edit files that somebody already made. You can't simply import the changes and requires a lot of time editing the uncooked .txt. Files you edit that somebody already edited will be replaced losing the changes they made so just be careful on what you edit.
« Last Edit: Oct 16, 2023; 05:11 pm by RJ Mayhem »
HGG IGN
Jenara = 55/50 Engineer
Demonita = 55/50 Summoner
Gunard = 55/50 Guardian
Nonny = 50/3 Blademaster

Quad

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Re: Mayhem's Unofficial Hellgate Steam SP Modification V1.00
« Reply #33 on: Oct 16, 2023; 07:28 pm »
You turned me into this  :D.

https://prnt.sc/qbq25lCVINxP

Started finally to use those exp stuff after doing rank 31 the old style with just 30% extra.

Will probably try to reroll those 3 z-83 in stash for a better base one when I got time but I am happy with 60% crit base on Marksman and with the agum reaches cap at almost everything.

The one thing that I actually dont like is the quest items drops from the monster. They dont do nothing and floods my inventory. Have to delete them every time when I am in town and I cannot even vendor them fast.

It is a bit of problem with the stats, I agree but I guess it helps me grind for better mods. Even using only 9-4 ele and 9/6 ele in weapon since willpower was long time excedeed and str as well.
« Last Edit: Oct 16, 2023; 07:31 pm by Quad »

RJ Mayhem

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Re: Mayhem's Unofficial Hellgate Steam SP Modification V1.00
« Reply #34 on: Oct 16, 2023; 09:17 pm »
You turned me into this  :D.

https://prnt.sc/qbq25lCVINxP

Started finally to use those exp stuff after doing rank 31 the old style with just 30% extra.

Will probably try to reroll those 3 z-83 in stash for a better base one when I got time but I am happy with 60% crit base on Marksman and with the agum reaches cap at almost everything.

The one thing that I actually dont like is the quest items drops from the monster. They dont do nothing and floods my inventory. Have to delete them every time when I am in town and I cannot even vendor them fast.

It is a bit of problem with the stats, I agree but I guess it helps me grind for better mods. Even using only 9-4 ele and 9/6 ele in weapon since willpower was long time excedeed and str as well.

Nice. The event items are consumables you can use them for effects but your right not that special.
HGG IGN
Jenara = 55/50 Engineer
Demonita = 55/50 Summoner
Gunard = 55/50 Guardian
Nonny = 50/3 Blademaster

Bryan

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Re: Mayhem's Unofficial Hellgate Steam SP Modification V1.00
« Reply #35 on: Oct 16, 2023; 09:24 pm »
The absolute state of Steam, I swear...
This is by no means a criticism of any player, as players play against the game with the hands they're dealt. Whatever you need to do to beat it, or whatever you feel is fun to do on your end, is all fine on my end. But I really can't keep from commenting on this asinine stat inflation, which is *not* player-sided but game-sided.

Removing the 25% +damage bonus from the damage displayed, that's 83.25-153.75 damage per shot. Let's simplify this to an average 118 per shot; with a RoF of 600, that's 1180 damage per second. That's base damage...
Next comes +ele; that's 16% base, and let's assume that half of the mods have a dual +ele affix. Averaging these to 22 each (10-13 x2: https://hellgateaus.cyou/wiki/Affixes), that's (22x3)+16=82% ele damage. So now we're at 2147 damage per second...
Next comes CDB. Just accounting for generic CDB, and with just the displayed CCM, every caste is between 84-90+% - so let's just take the lowest and assume 84% CDB efficiency, ergo 1445. That's 2147x14,45, so ~31000 damage per second...

That's before the splash damage component, before caste CDB, without accounting for higher ACC caps for CDB, without calculating for the effective critcap of 95%, being lenient with averages and rounding down, and only assuming 3/6 +ele mods.
It's *higher* than Global's +15 enhancement cap, granted, but also *lower* than the maximum modded cap. And it doesn't take "armor break" into account, which is bound to occur with such rampant stat inflation...

So *imagine* designing a game this way. Imagine *needing* such insane values as 31000 damage/second, which isn't even the practical cap, when most mechanics except pure damage have never seen the light of day. And imagine voluntarily pushing a game's engine to clearly present breaking points with such massive inflation, when the difficulty curve could always just not require this inflation to begin with.
Just boggles the mind how any professional studio would even entertain this direction, let alone go with it and ride it to the bank.
"Dream big and crash often"
-Omerta

List of Global class guides.
The above guides may be obsolete for vanilla SP, but they may still hold true for the 2018 Steam version.

Ezpz

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Re: Mayhem's Unofficial Hellgate Steam SP Modification V1.00
« Reply #36 on: Oct 23, 2023; 08:59 pm »
You turned me into this  :D.

https://prnt.sc/qbq25lCVINxP

Started finally to use those exp stuff after doing rank 31 the old style with just 30% extra.

Will probably try to reroll those 3 z-83 in stash for a better base one when I got time but I am happy with 60% crit base on Marksman and with the agum reaches cap at almost everything.

The one thing that I actually dont like is the quest items drops from the monster. They dont do nothing and floods my inventory. Have to delete them every time when I am in town and I cannot even vendor them fast.

It is a bit of problem with the stats, I agree but I guess it helps me grind for better mods. Even using only 9-4 ele and 9/6 ele in weapon since willpower was long time excedeed and str as well.
May i see pictures of your armor please? im wondering what they look like with the augments lol

Bryan

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Re: Mayhem's Unofficial Hellgate Steam SP Modification V1.00
« Reply #37 on: Oct 23, 2023; 10:08 pm »
Judging from the max stats shown, I'd assume all pieces have an ACC augment and most have a STA one as well. Might have some +AAs in the mix, which would explain the massive STA, but STR isn't too high to assume they all do.
Though if the armor augment cap is at 6 now, there'd usually be no reason to not stack AA/ACC/STA/WILL for such builds (or most builds, really). Would probably have a similar result to this, requiring massive STA to cover it all, but it'd considerably raise the max stat ceiling before hexxing and whatnot.
"Dream big and crash often"
-Omerta

List of Global class guides.
The above guides may be obsolete for vanilla SP, but they may still hold true for the 2018 Steam version.

Quad

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Re: Mayhem's Unofficial Hellgate Steam SP Modification V1.00
« Reply #38 on: Oct 24, 2023; 03:04 pm »
May i see pictures of your armor please? im wondering what they look like with the augments lol
[/quote]

Sure. Here it is: https://prnt.sc/XuAWlahZGsOc

Went also for armor/stats and boost duration skill to add extra seconds of multishoot since got enough willpower. Just went for the unique bases for the boost duration as the feed is lower requirements depending on the ilvl of the item.

Using rare bughides - I cubbed them until I got one very good roll and went rare version. What I remembered from global is that some uniques have a change to roll rare version or a very rare version of the item. For example Duellos can roll use rate of marksman skills or % increased damage or even on rare occasions both of them. If you get a rare version the ilvl of the item decreases and even the feed requirements making the item better and lower feed cost at the same time. When you get both at the same time the item level increases and the feed requirement is higher.

https://prnt.sc/QkdmatxgO40U

https://prnt.sc/jfkW4lo7P-u4

While on set items even tho they have a stat ( for example it has accuracy on it ) you can get the same stat  from agument. This works only for set items and uniques do not share this. The duellos since they already have accuracy on them, they cannot agumenent accuracy one more time.

Using lazy evo self farmed from cow for the armor pen.

https://prnt.sc/ZmbGlCiGcx32

Rest of the gear is set helm, shoulders and boots for the 1% crit chance extra agumented with aa , acc , stam and willpower. Marksman mask and armor kit agum acc, aa , stam , willpower, armor and duration of boost skill.

You do not ever need str and debated even if Willpower is needed on marksman since for 13 will , you lose 6 stamina as feed. Considered that it will be better to get on all willpower since I can use 9/4 / 9/6 or 9/9 mods or even boost duration.

Wanted to also thank Mayhem and Contra for taking the time to do this and as always to Bryan to helping out every time to anyone who just wants to talk about the game in general or have question from beginner to deep calculations of the game. 

« Last Edit: Oct 24, 2023; 03:11 pm by Quad »

Ezpz

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Re: Mayhem's Unofficial Hellgate Steam SP Modification V1.00
« Reply #39 on: Oct 24, 2023; 04:08 pm »
Very much appreciated thank you i learned something today lol

Quad

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Re: Mayhem's Unofficial Hellgate Steam SP Modification V1.00
« Reply #40 on: Oct 24, 2023; 04:26 pm »
My pleasure. Any questions feel free to ask. I usually figured out some stuff my self by making a copy of the files and copy pasting to get best aguments and gear.

Used some time to get the stuff that I wanted but it gives me something to do. Will start another class once I get bored. So far I made bm and mm r30 without the exp packs.

For modules to get the ones that you search, I usually keep all ilvl require for z-83 ( ilvl 63 or around that to be the best feed ) and reroll 3 legendary mods into a new one. I usually keep like 30-40+ and reroll when I feel like getting a good mode. If I do not get one, load saved files before I started the cube and try again until I get a good mod.

Bryan

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Re: Mayhem's Unofficial Hellgate Steam SP Modification V1.00
« Reply #41 on: Oct 24, 2023; 05:55 pm »
Bryan to helping out every time to anyone who just wants to talk about the game in general or have question from beginner to deep calculations of the game.
Always happy to. I do evidently have my gripes with the whole state of Steam, and it's really not for me. But if I can help anyone "fix" it or enjoy it more, there's no reason not to. That's always been the whole point of these forums, after all, despite not all SP mods over the years being for everyone.
"Dream big and crash often"
-Omerta

List of Global class guides.
The above guides may be obsolete for vanilla SP, but they may still hold true for the 2018 Steam version.

Quad

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Re: Mayhem's Unofficial Hellgate Steam SP Modification V1.00
« Reply #42 on: Nov 02, 2023; 04:08 pm »
If someone manages to edit the files to decrease the feed cost of + enchants and or augments let me know where I can download it. I dont know how to do that and dont want to break the mod. Would not need extra stats or something but around a 50% less feed cost from enchants at least would be great.
« Last Edit: Nov 02, 2023; 04:12 pm by Quad »

RomaMartin

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Re: Mayhem's Unofficial Hellgate Steam SP Modification V1.00
« Reply #43 on: Nov 05, 2023; 07:55 am »
I noticed that the torso, shoulders and belt fall with a 100% chance, and also 100 skillpoints can now be bought from NPCs, I’m not sure which mod does this. To be precise, you can use 100 than previously 20

RomaMartin

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Re: Mayhem's Unofficial Hellgate Steam SP Modification V1.00
« Reply #44 on: Nov 05, 2023; 08:02 am »
I would like to know which file is responsible for the drop of items, and is it possible to increase the chance of the armor set falling on other items?